#Blitloop
1 messages · Page 1 of 1 (latest)
Most recently, I've been working on a shield for the player. It's mainly built with ShaderGraph, and I'm using a Custom Function node to pass an array of hit points into the shader.
I’m also quite happy with being able to run the shader and its interactions in Edit Mode; it makes iterations of tweaking the shader much easier.
One thing I love about Unity is how easy it is to create custom tools. Here’s a node editor I built for this project to design bullet patterns.
I put up a devlog video yesterday, where I’ve collected an overview of the major things I’ve been doing with the game project lately.
Hey everyone! Welcome to my indie game devlog, making Blitloop, a next-gen retro game made with Unity.
#3: Shield, Bullets and Explosions.
This is the first game I build with Unity. Come along to see my process, reasoning, problems I encounter and the solutions I come up with during the journey from initial prototype to a completed game.
...
I've started to tidy up my UI, and I was experimenting a bit with that last night. I came up with a workflow to turn my in-game assets that I model in Blender into symbols, which can easily be extracted as vector illustrations too, if needed.
In-game asset:
Then, using the compositing feature of Blender, I can extract the parts with Cryptomatte nodes and control the inset of each material with Dilate/Erode nodes.